[require]
GLSL >= 1.10

[vertex shader]
varying vec4 color;
uniform sampler2D tex;

void main()
{
	vec4 texcoords = (gl_Vertex + 1.0) / 2.0;
	color = texture2D(tex, texcoords.xy);
	gl_Position = gl_Vertex;
}

[fragment shader]
varying vec4 color;

void main()
{
	gl_FragColor = color;
}

[test]
uniform int tex 0
texture rgbw 0 (8, 8)
draw rect -1 -1 2 2
relative probe rgb (0.25, 0.25) (1.0, 0.0, 0.0)
relative probe rgb (0.75, 0.25) (0.0, 1.0, 0.0)
relative probe rgb (0.25, 0.75) (0.0, 0.0, 1.0)
relative probe rgb (0.75, 0.75) (1.0, 1.0, 1.0)
